THEg
THEg 0.1.3
Patch Notes
0.1.3
You can now can be grabbed by the AI, new warehouse look, new vents you can use, new blindfold effects, lockpicking and much more.
Additions
Added grab struggle mini-game
Added guards can now untie each other
Added captor and captives now remembers each others and restraints
Added blindfold effect
Added guards can apply leather straps and ring gag
Added characters can be knocked out when a rock is thrown to their head
Added characters tired after a struggle
Added new warehouse models and layout
Added vents
Added lockpicking interaction while wearing locked restraints
Added placeholder ungagged moans sounds
Added characters can now identify each other
Added barefeet sounds
Added basic knock out
Added ability to lock lockers (not really useful on it's own)
Added camera collisions in elevator
Added concrete, tiles and metal textures
Added basic lockpick item
Added padlock item
Added padlock Key item
Added more accurate sized mattress
Added more rocks in underground level
Added new key model for lock keys
Added notification when trying to take item and inventory is full
Added Open in File Manager for save files
Added PhysicalCharacterMesh and disable physics automatically
Added restraints settings
Added scissors cutting sound
Added secondary heels sounds for AI
Added translations for blindfold effect settings
Added body control while being carried
Added separated gags and locks
Added separated leather straps and locks
Added missing translations
Imported new hits animation in struggles (not used at the moment)
Improvements
Replaced Arms and Legs Control action with Body Control
Removed player default items in inventory
Improved body control feeling and movement detection
Improved character memory for restraining characters
Improved locker opacity and disable shadows only when player is inside
Improved Hitbox throwable detection
Improved how camera effects are handled
Improved how graphics settings are applied and stays
Improved input icons handling
Improved Occupiable Interactables
Improved post processing and lighting
Improved render scale of the character preview
Improved restrained crouching animation speed
Reduced character crouched and laying / prone collider
Reduced guard vision width
Reduced simple blindfold effect color
Tweaked footsteps sound emitter and reduce volume when crouched
Updated level lighting
Improved woodfloor texture (not used at the moment)
Improved follow state (not used at the moment)
Don't make the vision cone follow the head for now
Fixes
Fixed kneeling state not applying gravity and collisions
Fixed player able to body control while being grabbed
Fixed player can read notes while blindfolded
Fixed master volume not updated on game start
Fixed crash in color picker
Fixed elevator stopping speed
Fixed AI Avoidance, it should be better now, mostly
Fixed AI alert on being restrained
Disabled light baking for items and character meshes
Fixed AI grabbing as carried character
Fixed AI stuck staring at the target
Fixed AI tries to grab already grabbed character
Fixed alert indicator not hiding on disable
Fixed blindfold flag not set
Fixed character getting stuck inside locker or chair
Fixed crouching legs control animations
Fixed disabled state machine running states
Fixed drag holder still processing even if it's not used
Fixed footsteps sounds not playing correctly
Fixed gravity still being applied when character on floor
Fixed guard not triggered by changed restraints
Fixed hiding and sitting state physics
Fixed inverted body control movement
Fixed investigating object
Fixed metal material not being metallic lol
Fixed Quick access menu crashing if there's no equippable items in the inventory
Fixed restraining state updating progress bar even if the player isn't involved
Fixed sitting and hiding character position
Fixed state machine stuck if state use await
Fixed struggling flag in body control state
Fixed tongue wasn't applying restraint blend shapes
Fixed vision target not updating correctly
Fixed QTE Action sometimes not being shown correctly (not used at the moment)
Attempt to fix character stuck in carrying or being restrained state
Ignore thrown item if the character is already suspicious of another character
Prevent changing the stance when the character can't move